what about the world does not revolve around you?What about manual ship repair? Let me float outside my ship and fix that dodgy laser that keeps breaking down.
what about the world does not revolve around you?What about manual ship repair? Let me float outside my ship and fix that dodgy laser that keeps breaking down.
Just being able to land on more planets has sold it for me.
Never played a FPS before so this will all be new to me anyway, it doesn't look bad but then it don't look that good either as it looks rather raw so will be interesting to see how far it progresses during the Alfa testing.
Fallout's bullet sponges (*) were horrible, after a while almost all weapons became useless and both the player and NPCs have so much health that firefights became just close range inventory management contests where the winner is the one with most ammo and stimpacks...Uncharted is great as long as one doesn't have to shoot at enemiesThe final boss of UC2 still gives me heartburn.
One more good example how this can make a huge difference gameplay & feeling wise, is Fallout 4 - up to the hardest "regular" difficulty setting the bullet sponging becomes ridiculous - you can unload entire clips into enemies and the healthbar reduction is so glacial that you start looking at your watch while getting cramps in your trigger finger.
Switch to the most extreme "Survival" difficulty (which comes with other gameplay features making the game more realistic) and all of a sudden one-shot kills are not uncommon - but this works both ways, and makes you approach enemies much more tactically, which I personally find a lot more exciting (but I do understand it's not everyone's cup of tea).
Just keep telling yourself that and fall Hook, Line and Sinker for Frontier's quite obviously low quality pile of garbage they'll need an additional 3 years to sort out.It's PRE ALPHA.
Survival mode was actually implemented by Bethesda later on, no mods required - although it introduced some annoying gameplay elements such as no fast travel and only saving in beds, both of which doesn't make a lot of sense in a game as buggy as... well any Beth game reallyFallout's bullet sponges (*) were horrible, after a while almost all weapons became useless and both the player and NPCs have so much health that firefights became just close range inventory contents where the winner is the one with most ammo and stimpacks...
They someone made this mod, which got rid of all bullet sponginess (both from NPCs and the player), together with a huge pile of other improvements, and the game suddenly becomes awesome, I can't play without it, highly recommend it: https://www.nexusmods.com/fallout4/mods/19642
(*) Bullet sponges are one of my most hated videogame tropes, together with auto-scaling NPCs and enemy "waves".
I loved the Uncharted series (and along the same lines, but not so dreadful, the Tomb Raider series) and just take it as expected that the AI is pretty basic so has to 'survive' for many HP before defeat.Uncharted is great as long as one doesn't have to shoot at enemiesThe final boss of UC2 still gives me heartburn.
One more good example how this can make a huge difference gameplay & feeling wise, is Fallout 4 - up to the hardest "regular" difficulty setting the bullet sponging becomes ridiculous - you can unload entire clips into enemies and the healthbar reduction is so glacial that you start looking at your watch while getting cramps in your trigger finger.
Switch to the most extreme "Survival" difficulty (which comes with other gameplay features making the game more realistic) and all of a sudden one-shot kills are not uncommon - but this works both ways, and makes you approach enemies much more tactically, which I personally find a lot more exciting (but I do understand it's not everyone's cup of tea).
It would at least be consistent if the on-foot AI is similiar(ly dumb) as the ship one - the problem is this is somewhat easier to hide in ship combat, whereas on foot it's much easier to spot issues given you're almost literally face to face with your (humanoid) enemy so can compare and contrast with what is possible elsewhere in the genre in 2021.I loved the Uncharted series (and along the same lines, but not so dreadful, the Tomb Raider series) and just take it as expected that the AI is pretty basic so has to 'survive' for many HP before defeat.
Fallout 4 I've never gotten past basic weapon and armour crafting, but maybe one day, so some of the 'tougher' opponents remain so.
This game relies on 'bullet sponginess' for anything that is unengineered, so why should the expansion be any different? If the AI was exceptional and 'balanced' within a couple of days of release there would be players saying how boringly easy they were...
We'll get whatever is given in the expansion, maybe feedback from the alpha might point out the obvious flaws, maybe.
what about the world does not revolve around you?
* sigh *It needs a lot more improvement. Here's some feedback:
- The NPCs don't act smart, don't seek cover.
- Lack of cover options, makes the combat a bit too simplistic
- NPCs absorb bullets like sponges. That's not fun tactical FPS combat (check Call of Duty, Battlefield, Escape from Tarkov, PUBG).
- No cool interaction with the ship such as calling an elevator, escalator or walk up stairs to the door.
- The Goliath was not a threat, they ran right past it.
- The base turrets didn't work
- The sneaking around seemed to be unnecessary. Is there a sneak/detection system (see Metal Gear Solid, Deus Ex)?
- No melee weapons is a pity
- How much variety is there for base mission scenarios?
- Add a transparency option to the HUD, in-game color customization.
- Add a prone option
- It's weird how the player ship could land so close to the base without being detected.
- There should also be NPC patrols around the base.
- Poor anti-aliasing makes the game look older
In that case, it cancels out the stealth. Once they were spotted, their getaway ship was able to land near the gate which is odd.the players were not hostile with the faction, so they were offered the landing pad and were ignored by npcs, although apparently if they got close they would scan the players and find the illegal hacking tool.
The pretend stealth wasn't necessary at the start, for sure.
* sigh *
the players were not hostile with the faction, so they were offered the landing pad and were ignored by npcs, although apparently if they got close they would scan the players and find the illegal hacking tool.
The pretend stealth wasn't necessary at the start, for sure.
5. The Goliath was not a threat, they ran right past it.
6. The base turrets didn't work
The pilot of the getaway ship had no bounty - so was still 'innocent' - good tactic in my opinionIn that case, it cancels out the stealth. Once they were spotted, their getaway ship was able to land near the gate which is odd.